precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;


void main()                                            
{
	vec2 samples[12];
	samples[0] = vec2(-0.326212, -0.405805);
	samples[1] = vec2(-0.840144, -0.073580);
	samples[2] = vec2(-0.695914,  0.457137);
	samples[3] = vec2(-0.203345,  0.620716);
	samples[4] = vec2(0.962340, -0.194983);
	samples[5] = vec2(0.473434, -0.480026);
	samples[6] = vec2(0.519456,  0.767022);
	samples[7] = vec2(0.185461, -0.893124);
	samples[8] = vec2(0.507431,  0.064425);
	samples[9] = vec2(0.896420,  0.412458);
	samples[10] = vec2(-0.321940, -0.932615);
	samples[11] = vec2(-0.791559, -0.597705);

	vec4 color = texture2D( s_texture, v_texCoord);
	float BlurFactor = 0.0025; //set between 0.001 and 0.05 
	
	for (int i = 0; i < 12; i++)
	{
		color += texture2D(s_texture, v_texCoord + BlurFactor * samples[i]);
	}
	
	gl_FragColor = color / 12.0;
}
 
 
 
 
 
 
 
 
 